U1 Lesson 08


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U1 Lesson 08

  1. 1. Japanese Word of the Week (14)<br />Sore yokuniauyo<br />[so-ray yokoneeyayoh]<br />Hai! Arigato ne?<br />
  2. 2. Aims & Objectives<br />Aims:<br />Students will understand routes to pre-production. They will use it to focus upon booklet and cover design for their game.<br />Objectives:<br />All students will identify 2 forms of pre-production, design & research<br />Most students will identify 2 forms of pre-production, design & research and explain their function<br />Some students will identify 3 forms of pre-production, design & research, explain and use their functions for assignment purposes<br />
  3. 3. Research, (Design) & Pre-Production<br />15 March 2010<br />Unit 1 Research Techniques for Media Industries<br />Unit 2 Pre-Production for Media Industries<br />Unit 70 Computer Game Design (part)<br />
  4. 4. Research Techniques<br />1 Understand the purposes of research in the media industries<br />2 Be able to apply a range of research methods and techniques<br />3 Be able to present results of research.<br />
  5. 5. Pre-Production Techniques<br />1 Understand requirements for production<br />2 Be able to obtain resources for production<br />3 Be able to apply production logistics. <br />
  6. 6. Your Deadline!<br />Assignment 5.2 – 15 March 2010<br />Assignment 5.3 – 19 March 2010<br />Monday 15 March 2010 is TODAY<br />
  7. 7. What Should 5.2 Contain?<br /><ul><li> Your research
  8. 8. Your design
  9. 9. Your plans</li></li></ul><li>Research<br /><ul><li> Surveys
  10. 10. Questionnaires
  11. 11. Focus Groups
  12. 12. Interviews
  13. 13. Reviews of similar games
  14. 14. Research of Game Festivals
  15. 15. Budgetary Research</li></li></ul><li>Design<br /><ul><li> Have you used maps?
  16. 16. Have you supplied storyboards?
  17. 17. Have you proffered taglines based upon research?
  18. 18. Have you shown that you can be visual as well as textual?
  19. 19. Did you supply a treatment?</li></li></ul><li>Pre-Production<br /><ul><li> Did you supply a timeline of events during the life of your game development?
  20. 20. Have you looked at a variety of game festivals to show your designs?
  21. 21. Have you provided rating guidance?</li></li></ul><li>Assignment 5.3<br />Tip 1: It MUST be to scale<br />Tip 2: It MUST be COLOURFUL<br />Tip 3: It MUST have a booklet<br />Tip 4: It must feature named credits<br />
  22. 22. Named Credits<br />Executive Producer for Confetti: Kelly Vero<br />Producer: Richard Reavely<br />Game Visual Director: Robert Ward<br />Lead Programmer: Kestutis Virsiunas<br />SFX Coordinator: Ben Johns <br />Music Supervisor: Mikey Berridge<br />Graphic Support: Steffy McLean<br />Programming Team Lead: Jordan Hibbert<br />Lead Design Team: Cameron Foster, Robert Laird, Chris Williams, David Correia, Jessica May,<br />Stuart Clarke, Will Larcombe, Matt McKirgan, Joe Straw, Jack Roberts<br />Level Design Team: Peter Salt, Jamie Clarke, Jamie Wardega, Jono Stafford, Niall Voice<br />Mission Designers: Ross Fielding, Gemma Howell, Jake Brown, Scott Byard<br />Programming Team: Gareth Ward, <br />AI Program Team: Alan Parker, Steven Dyer, Jordan Peel, Jordon Connolly, Dan Cook, <br />Art Team: Marcus Gent, Mike Davis, Raiden Xavier, Stephen White, Sean Booth, Jacob Henry<br />
  23. 23. Budgets<br />
  24. 24. How Much Do You Need?<br />Top 3 Game Budgets of All Time<br />1. Grand Theft Auto IV – $100 million (£65,875,841.85)<br />2. Gran Turismo 5 – $80 million (£52,698,141.88)<br />3. Shenmue – $70 million (£46,111,524.73)<br />Get REAL! MotoGP was made with how much money???<br />
  25. 25. Activity<br />Look at the credits… Tell me how much money you’d need if I earned £30, 000, Richard earned £25k, Robert earned £20k and every other person on the credits earned £18, 483 per annum<br />
  26. 26. Have You Sought Funding?<br />Don’t forget to mention funding streams in your document! These could be:<br /><ul><li> Government authorities
  27. 27. Publishers
  28. 28. Private investors</li></ul>Name them! Don’t assume that we know who they are!<br />
  29. 29. Capital Expenditure<br />Ensure that you don’t ASSUME anything of your game design. It will need software, it will require a timeframe, you will need an office to work in:<br />From business lunches to getting pizza in for crunch. From getting the stamp of approval at GDC to getting a stamp from the Post Office.<br />Everything costs!!!!!<br />
  30. 30. Budgets in Class<br />Assignment 5.4 requires more detail on budgets. Can Pedgy help you with budget? Please ask and ye shall receive!<br />
  31. 31. Pre-production Techniques – A Reminder<br />Go through some existing games and look at the following:<br />
  32. 32. Pre-production Techniques<br />Key areas<br />Quality marks<br />In Game Play<br />Specs<br />Pitch / USP<br />Is your target sales audience covered by your POS?<br />
  33. 33. Assignments 5.3 & 5.4 – Tips <br />You need to spend some time planning what you might include in your design & pitch:<br /><ul><li> Employment
  34. 34. Project management
  35. 35. Timescale
  36. 36. Budget
  37. 37. Launch & Pre-Launch materials</li></li></ul><li>Next Week!<br />Assignment 5.3 Overview and planning assignment 5.4 – I want it in by Easter!<br />Let’s get this game made!<br />
  38. 38. Overview – What Have We Learned?<br /><ul><li> What we did in 5.2
  39. 39. Pre-production materials for 5.3
  40. 40. Hints and tips for 5.4</li></ul>Have we met our outcomes?<br />